Eric wrote:gorgan_almighty wrote:its a shame about every 1 havin the same publisher key cos it means that every1 can open every1 elses EXEs

I can't open anyone's .exe .
Any EXEs created using the Blender Foundation free key can be opened and edited by any1 with a copy of that key, even if the locked option is selected. This means that any1 can go in and nick the content that you've spent so long creating, eg meshes, animations, python scripts etc.
Ton wrote:This proprietary locking feature doesn't really match an open project imho...
I dont agree, blender its self is an open-source project but the art created in it still belongs to the artist that made it and every artist has the right to protect there creation from plagurism.
In the case of still renders or animations the artist only distributes the jpg/mpeg file so theres little risk, but in the case of game creation the whole thing needs to be distributed and if just any1 can open it and poke around then its open to plagurism. Im not suggesting that any of the good people in here would do such a thing, but id still feel safer being able to protect my creation as would any1 in the same situation.
i have a suggestion for a change to the locking system though, it could work the same way Europress's Game Factory locking system does. In the Games Factory you cant lock normal save files, but when u save a stand-alone game, the EXE files are automatically locked so that no one, not even their creator can open them. The idea behind this is that you always keep a copy of your normal save file (the .blend) which you dont distribute to any1 if you intend locking its contents. Then when you're ready to distribute it you save it as a stand-alone EXE file which no one can open. You still have a copy of your .blend file if you need to make alterations, so it doesn't matter that u cant open and edit the EXE file.